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Messages - Ryumaru
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1
2D & 3D / Re: Official Anatomy Thread
« on: June 23, 2016, 10:13:03 am »
Good stuff Blueschist :] the arm and legs are quite ok, It will just take some finely tuned study of the anatomy in particular to pick up on some more subtle things you might be missing. Too loose right now to say anything is "wrong"

picarto chat pestered me to post more, so here's a drawing from school I did a couple weeks ago that went pretty well:


2
Challenges & Activities / Re: The Daily Sketch
« on: May 04, 2016, 09:00:37 am »
kattlane: looks good to me, I say clean it up and put some colors on it :]

I guess now that I'm in here I should post. Trying to do the may sketch a day thing.


3
General Discussion / Re: Grid-based paradigm
« on: May 04, 2016, 07:03:22 am »
I enjoy tiles for the same reason I enjoy pixelart: the limitation. If I'm given free range of placement for everything, I would become paralyzed, obsessing over the correct weight and aesthetic of each placement choice. If I'm working on a grid, these options are heavily limited. Beyond that, I now have a box I need to creatively break out of, as opposed to wandering aimlessly.

And of course, if I feel that tiles can't do what I want to accomplish, I can always create unique assets and hand place some things.

4
Pixel Art / Re: [WIP] girl line art (NSFW)
« on: April 09, 2016, 09:14:19 am »
Been watching this thread for a bit, great improvement so far  :y:

I know this body type, so it was interesting, and a bit flustering trying to take this further. I had to add a color. I think right now the shapes are in an odd place: in-between something more realistic, and something more idealized; and I think it would benefit from being pushed more in either direction. The face says idealized, the figure says realistic.



This might be a lateral change more than anything ( more rendering) but perhaps is of some use.

The most objective of fixes were the length of the upper arms ( too short previously) and the slight tilt of the pelvis so it didn't flatten out unnaturally.

5
General Discussion / Re: Read the Rules, then introduce yourself here.
« on: April 05, 2016, 12:55:48 am »
Welcome Melaniipon, DB, and brutecold :D Enjoy your stay at pix and feel free to join us on slack!

6
Oh yeah, you would want to keep the castle in mind as that can be pretty resource intensive. Peeking is totally allowed! Goodluck  :crazy:

7
Awesome stuff prism, was great seeing this one take shape! The lighting and atmosphere is spot on. If you do revisit it, I would love to see you tackle the foliage more in depth, as that might be the weakest part currently. I actually enjoy it from a certain aesthetic standpoint; looks like a cool base for procedurally generated trees, but I think a more organic presentation could be found with more tiles. Also since you have so many free ones, maybe the fence posts and foreground could have more variation!

8
Quick and dirty edit of Ryumaru's excellent piece, have no idea whether it would work:

Basically made the tiles in the foreground big to create a sense of depth and obviously changed the colors, based on the palette in Ruymaru's original post.

If I understand the color restriction correctly you have one color that can be used anywhere and four 3 color ramps where you can only utilize one ramp and the omni color in a given 16x16 area?


Man that's great wolf, It's amazing what a palette change and some simplification can do. The rimlight on the left side of the walls is a great touch, as NES apparently cant flip/ rotate tiles anyway, so there's no reason not to have them be unique if it will help sell an idea like that. When you do stuff like this you realize that the 16x16 same palette area is a more limiting restriction than the number of tiles themselves.

Also, I've updated the first post with the NTSC palette, and corrected the number of tiles available (128). Keep it coming, folks!

9
Phoenix849: Awesome stuff man! I like that you stayed conservative with your tiles but still vastly improved the look. The palette change in the first area especially gives off such a stronger mood. I bet you have a good many tiles left, perhaps try to think a bit outside of the box now!

Mnots: heheh, go for it!  :crazy:

10
The purpose of this challenge is to give the environments of Castlevania a little love. While they do have a lot of that old school grid-like charm, there's lots of room for improvement! with a focus on design, eliminating the grid, and more organic feel, there are lessons to be learned here that can apply to modern pixel art, and even hi res 2D games.

Here is the NES palette, as well as a link to Kasumi's post on some of it's restrictions:



http://pixelation.org/index.php?topic=10784.msg115062#msg115062

The most important restrictions being: 4 available 4 color palettes that all share one universal color (usually black), and that each 16x16 area must share the same palette. Keep in mind that the HUD needs a palette, so if you have 4 on screen, one of them needs to be shared with the hud!

However, as if things weren't hard enough with just those colors to choose from, we also have a tile limit due to how this game handled graphics, says the great Kasumi ( I pleaded with him, but he didn't budge) here is your blank canvas of 128 tiles.



Choose one of these screenshots to give a makeover to ( or find your own!). It can be a near 1:1 translation, or you can go nuts and do your own thing! That goes for placement, design, everything. As long as it fits the restrictions.





Here is an example I put together to get the ball rolling. Mine is perhaps a bit busy, so I challenge you to show me up! Note the extra tiles left over that could be used for stairs and other things further into the level.


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